// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)

// Implemented features:
//  [X] Platform: Clipboard support.
//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
//  [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
//  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
//  [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
//  [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
//  [ ] Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
//  [ ] Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.

// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ                  https://dearimgui.com/faq
// - Getting Started      https://dearimgui.com/getting-started
// - Documentation        https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp

// About Emscripten support:
// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.)
// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details.

// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
//  2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921)
//  2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733)
//  2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069)
//  2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps.
//  2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102.
//  2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled.
//  2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO:
//               - io.GetClipboardTextFn    -> platform_io.Platform_GetClipboardTextFn
//               - io.SetClipboardTextFn    -> platform_io.Platform_SetClipboardTextFn
//               - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn
//  2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one.
//  2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter.
//  2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw)
//  2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions.
//  2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window.
//  2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
//  2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
//  2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
//  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)
//  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
//  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
//  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
//  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
//  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
//  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18.
//  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX.
//  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11.
//  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.
//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
//  2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
//  2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API.
//  2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback().
//  2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback().
//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
//  2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
//  2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
//  2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
//  2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
//  2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
//  2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples.
//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
//  2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()).
//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
//  2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set.
//  2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set).
//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).
//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.

#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_impl_glfw.h"

// Clang warnings with -Weverything
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness
#endif

// GLFW
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
#ifndef GLFW_EXPOSE_NATIVE_WIN32    // for glfwGetWin32Window()
#define GLFW_EXPOSE_NATIVE_WIN32
#endif
#include <GLFW/glfw3native.h>
#elif defined(__APPLE__)
#ifndef GLFW_EXPOSE_NATIVE_COCOA    // for glfwGetCocoaWindow()
#define GLFW_EXPOSE_NATIVE_COCOA
#endif
#include <GLFW/glfw3native.h>
#elif !defined(__EMSCRIPTEN__)
#ifndef GLFW_EXPOSE_NATIVE_X11      // for glfwGetX11Window() on Freedesktop (Linux, BSD, etc.)
#define GLFW_EXPOSE_NATIVE_X11
#endif
#ifndef GLFW_EXPOSE_NATIVE_WAYLAND
#define GLFW_EXPOSE_NATIVE_WAYLAND
#endif
#include <GLFW/glfw3native.h>
#endif
#undef Status                   // X11 headers are leaking this.
#ifndef _WIN32
#include <unistd.h>             // for usleep()
#endif
#include <stdio.h>              // for snprintf()

#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#include <emscripten/html5.h>
#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3
#include <GLFW/emscripten_glfw3.h>
#else
#define EMSCRIPTEN_USE_EMBEDDED_GLFW3
#endif
#endif

// We gather version tests as define in order to easily see which features are version-dependent.
#define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)
#define GLFW_HAS_PER_MONITOR_DPI        (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale
#ifdef GLFW_RESIZE_NESW_CURSOR          // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS            (0)
#endif
#define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
#define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()
#define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()
#define GLFW_HAS_GETPLATFORM            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform()
#if defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)
#define GLFW_HAS_X11_OR_WAYLAND          1
#else
#define GLFW_HAS_X11_OR_WAYLAND          0
#endif

// Map GLFWWindow* to ImGuiContext*.
// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource.
// - Would be simpler if we could use e.g. std::map<> as well. But we don't.
// - This is not particularly optimized as we expect size to be small and queries to be rare.
struct ImGui_ImplGlfw_WindowToContext
{
  GLFWwindow* Window;
  ImGuiContext* Context;
};
static ImVector<ImGui_ImplGlfw_WindowToContext> g_ContextMap;
static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx)
{
  g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx });
}
static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window)
{
  for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window)
    {
      g_ContextMap.erase_unsorted(&entry);
      return;
    }
}
static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window)
{
  for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context;
  return nullptr;
}

enum GlfwClientApi
{
  GlfwClientApi_OpenGL,
  GlfwClientApi_Vulkan,
  GlfwClientApi_Unknown,  // Anything else fits here.
};

// GLFW data
struct ImGui_ImplGlfw_Data
{
  ImGuiContext*           Context;
  GLFWwindow*             Window;
  GlfwClientApi           ClientApi;
  double                  Time;
  GLFWwindow*             MouseWindow;
  GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];
  ImVec2                  LastValidMousePos;
  bool                    IsWayland;
  bool                    InstalledCallbacks;
  bool                    CallbacksChainForAllWindows;
  char                    BackendPlatformName[32];
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  const char*             CanvasSelector;
#endif

  // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  GLFWwindowfocusfun      PrevUserCallbackWindowFocus;
  GLFWcursorposfun        PrevUserCallbackCursorPos;
  GLFWcursorenterfun      PrevUserCallbackCursorEnter;
  GLFWmousebuttonfun      PrevUserCallbackMousebutton;
  GLFWscrollfun           PrevUserCallbackScroll;
  GLFWkeyfun              PrevUserCallbackKey;
  GLFWcharfun             PrevUserCallbackChar;
  GLFWmonitorfun          PrevUserCallbackMonitor;
#ifdef _WIN32
  WNDPROC                 PrevWndProc;
#endif

  ImGui_ImplGlfw_Data()
  {
    memset((void*)this, 0, sizeof(*this));
  }
};

// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.
// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks
//   (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks.
// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it.
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
namespace ImGui
{
extern ImGuiIO& GetIO(ImGuiContext*);
}
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData()
{
  // Get data for current context
  return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window)
{
  // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together)
  ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window);
  return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData;
}

// Functions
static bool ImGui_ImplGlfw_IsWayland()
{
#if !GLFW_HAS_X11_OR_WAYLAND
  return false;
#elif GLFW_HAS_GETPLATFORM
  return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND;
#else
  const char* version = glfwGetVersionString();
  if (strstr(version, "Wayland") == NULL) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland
    return false;
#ifdef GLFW_EXPOSE_NATIVE_X11
  if (glfwGetX11Display() != NULL)
    return false;
#endif
  return true;
#endif
}

// Not static to allow third-party code to use that if they want to (but undocumented)
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode);
ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode)
{
  IM_UNUSED(scancode);
  switch (keycode)
  {
  case GLFW_KEY_TAB:
    return ImGuiKey_Tab;
  case GLFW_KEY_LEFT:
    return ImGuiKey_LeftArrow;
  case GLFW_KEY_RIGHT:
    return ImGuiKey_RightArrow;
  case GLFW_KEY_UP:
    return ImGuiKey_UpArrow;
  case GLFW_KEY_DOWN:
    return ImGuiKey_DownArrow;
  case GLFW_KEY_PAGE_UP:
    return ImGuiKey_PageUp;
  case GLFW_KEY_PAGE_DOWN:
    return ImGuiKey_PageDown;
  case GLFW_KEY_HOME:
    return ImGuiKey_Home;
  case GLFW_KEY_END:
    return ImGuiKey_End;
  case GLFW_KEY_INSERT:
    return ImGuiKey_Insert;
  case GLFW_KEY_DELETE:
    return ImGuiKey_Delete;
  case GLFW_KEY_BACKSPACE:
    return ImGuiKey_Backspace;
  case GLFW_KEY_SPACE:
    return ImGuiKey_Space;
  case GLFW_KEY_ENTER:
    return ImGuiKey_Enter;
  case GLFW_KEY_ESCAPE:
    return ImGuiKey_Escape;
  case GLFW_KEY_APOSTROPHE:
    return ImGuiKey_Apostrophe;
  case GLFW_KEY_COMMA:
    return ImGuiKey_Comma;
  case GLFW_KEY_MINUS:
    return ImGuiKey_Minus;
  case GLFW_KEY_PERIOD:
    return ImGuiKey_Period;
  case GLFW_KEY_SLASH:
    return ImGuiKey_Slash;
  case GLFW_KEY_SEMICOLON:
    return ImGuiKey_Semicolon;
  case GLFW_KEY_EQUAL:
    return ImGuiKey_Equal;
  case GLFW_KEY_LEFT_BRACKET:
    return ImGuiKey_LeftBracket;
  case GLFW_KEY_BACKSLASH:
    return ImGuiKey_Backslash;
  case GLFW_KEY_WORLD_1:
    return ImGuiKey_Oem102;
  case GLFW_KEY_WORLD_2:
    return ImGuiKey_Oem102;
  case GLFW_KEY_RIGHT_BRACKET:
    return ImGuiKey_RightBracket;
  case GLFW_KEY_GRAVE_ACCENT:
    return ImGuiKey_GraveAccent;
  case GLFW_KEY_CAPS_LOCK:
    return ImGuiKey_CapsLock;
  case GLFW_KEY_SCROLL_LOCK:
    return ImGuiKey_ScrollLock;
  case GLFW_KEY_NUM_LOCK:
    return ImGuiKey_NumLock;
  case GLFW_KEY_PRINT_SCREEN:
    return ImGuiKey_PrintScreen;
  case GLFW_KEY_PAUSE:
    return ImGuiKey_Pause;
  case GLFW_KEY_KP_0:
    return ImGuiKey_Keypad0;
  case GLFW_KEY_KP_1:
    return ImGuiKey_Keypad1;
  case GLFW_KEY_KP_2:
    return ImGuiKey_Keypad2;
  case GLFW_KEY_KP_3:
    return ImGuiKey_Keypad3;
  case GLFW_KEY_KP_4:
    return ImGuiKey_Keypad4;
  case GLFW_KEY_KP_5:
    return ImGuiKey_Keypad5;
  case GLFW_KEY_KP_6:
    return ImGuiKey_Keypad6;
  case GLFW_KEY_KP_7:
    return ImGuiKey_Keypad7;
  case GLFW_KEY_KP_8:
    return ImGuiKey_Keypad8;
  case GLFW_KEY_KP_9:
    return ImGuiKey_Keypad9;
  case GLFW_KEY_KP_DECIMAL:
    return ImGuiKey_KeypadDecimal;
  case GLFW_KEY_KP_DIVIDE:
    return ImGuiKey_KeypadDivide;
  case GLFW_KEY_KP_MULTIPLY:
    return ImGuiKey_KeypadMultiply;
  case GLFW_KEY_KP_SUBTRACT:
    return ImGuiKey_KeypadSubtract;
  case GLFW_KEY_KP_ADD:
    return ImGuiKey_KeypadAdd;
  case GLFW_KEY_KP_ENTER:
    return ImGuiKey_KeypadEnter;
  case GLFW_KEY_KP_EQUAL:
    return ImGuiKey_KeypadEqual;
  case GLFW_KEY_LEFT_SHIFT:
    return ImGuiKey_LeftShift;
  case GLFW_KEY_LEFT_CONTROL:
    return ImGuiKey_LeftCtrl;
  case GLFW_KEY_LEFT_ALT:
    return ImGuiKey_LeftAlt;
  case GLFW_KEY_LEFT_SUPER:
    return ImGuiKey_LeftSuper;
  case GLFW_KEY_RIGHT_SHIFT:
    return ImGuiKey_RightShift;
  case GLFW_KEY_RIGHT_CONTROL:
    return ImGuiKey_RightCtrl;
  case GLFW_KEY_RIGHT_ALT:
    return ImGuiKey_RightAlt;
  case GLFW_KEY_RIGHT_SUPER:
    return ImGuiKey_RightSuper;
  case GLFW_KEY_MENU:
    return ImGuiKey_Menu;
  case GLFW_KEY_0:
    return ImGuiKey_0;
  case GLFW_KEY_1:
    return ImGuiKey_1;
  case GLFW_KEY_2:
    return ImGuiKey_2;
  case GLFW_KEY_3:
    return ImGuiKey_3;
  case GLFW_KEY_4:
    return ImGuiKey_4;
  case GLFW_KEY_5:
    return ImGuiKey_5;
  case GLFW_KEY_6:
    return ImGuiKey_6;
  case GLFW_KEY_7:
    return ImGuiKey_7;
  case GLFW_KEY_8:
    return ImGuiKey_8;
  case GLFW_KEY_9:
    return ImGuiKey_9;
  case GLFW_KEY_A:
    return ImGuiKey_A;
  case GLFW_KEY_B:
    return ImGuiKey_B;
  case GLFW_KEY_C:
    return ImGuiKey_C;
  case GLFW_KEY_D:
    return ImGuiKey_D;
  case GLFW_KEY_E:
    return ImGuiKey_E;
  case GLFW_KEY_F:
    return ImGuiKey_F;
  case GLFW_KEY_G:
    return ImGuiKey_G;
  case GLFW_KEY_H:
    return ImGuiKey_H;
  case GLFW_KEY_I:
    return ImGuiKey_I;
  case GLFW_KEY_J:
    return ImGuiKey_J;
  case GLFW_KEY_K:
    return ImGuiKey_K;
  case GLFW_KEY_L:
    return ImGuiKey_L;
  case GLFW_KEY_M:
    return ImGuiKey_M;
  case GLFW_KEY_N:
    return ImGuiKey_N;
  case GLFW_KEY_O:
    return ImGuiKey_O;
  case GLFW_KEY_P:
    return ImGuiKey_P;
  case GLFW_KEY_Q:
    return ImGuiKey_Q;
  case GLFW_KEY_R:
    return ImGuiKey_R;
  case GLFW_KEY_S:
    return ImGuiKey_S;
  case GLFW_KEY_T:
    return ImGuiKey_T;
  case GLFW_KEY_U:
    return ImGuiKey_U;
  case GLFW_KEY_V:
    return ImGuiKey_V;
  case GLFW_KEY_W:
    return ImGuiKey_W;
  case GLFW_KEY_X:
    return ImGuiKey_X;
  case GLFW_KEY_Y:
    return ImGuiKey_Y;
  case GLFW_KEY_Z:
    return ImGuiKey_Z;
  case GLFW_KEY_F1:
    return ImGuiKey_F1;
  case GLFW_KEY_F2:
    return ImGuiKey_F2;
  case GLFW_KEY_F3:
    return ImGuiKey_F3;
  case GLFW_KEY_F4:
    return ImGuiKey_F4;
  case GLFW_KEY_F5:
    return ImGuiKey_F5;
  case GLFW_KEY_F6:
    return ImGuiKey_F6;
  case GLFW_KEY_F7:
    return ImGuiKey_F7;
  case GLFW_KEY_F8:
    return ImGuiKey_F8;
  case GLFW_KEY_F9:
    return ImGuiKey_F9;
  case GLFW_KEY_F10:
    return ImGuiKey_F10;
  case GLFW_KEY_F11:
    return ImGuiKey_F11;
  case GLFW_KEY_F12:
    return ImGuiKey_F12;
  case GLFW_KEY_F13:
    return ImGuiKey_F13;
  case GLFW_KEY_F14:
    return ImGuiKey_F14;
  case GLFW_KEY_F15:
    return ImGuiKey_F15;
  case GLFW_KEY_F16:
    return ImGuiKey_F16;
  case GLFW_KEY_F17:
    return ImGuiKey_F17;
  case GLFW_KEY_F18:
    return ImGuiKey_F18;
  case GLFW_KEY_F19:
    return ImGuiKey_F19;
  case GLFW_KEY_F20:
    return ImGuiKey_F20;
  case GLFW_KEY_F21:
    return ImGuiKey_F21;
  case GLFW_KEY_F22:
    return ImGuiKey_F22;
  case GLFW_KEY_F23:
    return ImGuiKey_F23;
  case GLFW_KEY_F24:
    return ImGuiKey_F24;
  default:
    return ImGuiKey_None;
  }
}

// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW
// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630
static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window)
{
  io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));
  io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS));
  io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS));
  io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS));
}

static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window)
{
  return bd->CallbacksChainForAllWindows ? true : (window == bd->Window);
}

void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackMousebutton(window, button, action, mods);

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  ImGui_ImplGlfw_UpdateKeyModifiers(io, window);
  if (button >= 0 && button < ImGuiMouseButton_COUNT)
    io.AddMouseButtonEvent(button, action == GLFW_PRESS);
}

void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackScroll(window, xoffset, yoffset);

#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().
  return;
#endif

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  io.AddMouseWheelEvent((float)xoffset, (float)yoffset);
}

// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()?
static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
{
#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.
  // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)
  // See https://github.com/glfw/glfw/issues/1502 for details.
  // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
  // This won't cover edge cases but this is at least going to cover common cases.
  if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
    return key;
  GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  const char* key_name = glfwGetKeyName(key, scancode);
  glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908)
  (void)glfwGetError(nullptr);
#endif
  if (key_name && key_name[0] != 0 && key_name[1] == 0)
  {
    const char char_names[] = "`-=[]\\,;\'./";
    const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 };
    IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys));
    if (key_name[0] >= '0' && key_name[0] <= '9')
    {
      key = GLFW_KEY_0 + (key_name[0] - '0');
    }
    else if (key_name[0] >= 'A' && key_name[0] <= 'Z')
    {
      key = GLFW_KEY_A + (key_name[0] - 'A');
    }
    else if (key_name[0] >= 'a' && key_name[0] <= 'z')
    {
      key = GLFW_KEY_A + (key_name[0] - 'a');
    }
    else if (const char* p = strchr(char_names, key_name[0]))
    {
      key = char_keys[p - char_names];
    }
  }
  // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name);
#else
  IM_UNUSED(scancode);
#endif
  return key;
}

void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);

  if (action != GLFW_PRESS && action != GLFW_RELEASE)
    return;

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  ImGui_ImplGlfw_UpdateKeyModifiers(io, window);

  keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode);

  ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode);
  io.AddKeyEvent(imgui_key, (action == GLFW_PRESS));
  io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code)
}

void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackWindowFocus(window, focused);

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  io.AddFocusEvent(focused != 0);
}

void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackCursorPos(window, x, y);

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  io.AddMousePosEvent((float)x, (float)y);
  bd->LastValidMousePos = ImVec2((float)x, (float)y);
}

// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position,
// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984)
void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackCursorEnter(window, entered);

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  if (entered)
  {
    bd->MouseWindow = window;
    io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y);
  }
  else if (!entered && bd->MouseWindow == window)
  {
    bd->LastValidMousePos = io.MousePos;
    bd->MouseWindow = nullptr;
    io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
  }
}

void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window))
    bd->PrevUserCallbackChar(window, c);

  ImGuiIO& io = ImGui::GetIO(bd->Context);
  io.AddInputCharacter(c);
}

void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int)
{
  // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too.
}

#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data)
{
  // Mimic Emscripten_HandleWheel() in SDL.
  // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096
  ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  float multiplier = 0.0f;
  if (ev->deltaMode == DOM_DELTA_PIXEL)
  {
    multiplier = 1.0f / 100.0f;  // 100 pixels make up a step.
  }
  else if (ev->deltaMode == DOM_DELTA_LINE)
  {
    multiplier = 1.0f / 3.0f;  // 3 lines make up a step.
  }
  else if (ev->deltaMode == DOM_DELTA_PAGE)
  {
    multiplier = 80.0f;  // A page makes up 80 steps.
  }
  float wheel_x = ev->deltaX * -multiplier;
  float wheel_y = ev->deltaY * -multiplier;
  ImGuiIO& io = ImGui::GetIO(bd->Context);
  io.AddMouseWheelEvent(wheel_x, wheel_y);
  //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);
  return EM_TRUE;
}
#endif

#ifdef _WIN32
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
{
  LPARAM extra_info = ::GetMessageExtraInfo();
  if ((extra_info & 0xFFFFFF80) == 0xFF515700)
    return ImGuiMouseSource_Pen;
  if ((extra_info & 0xFFFFFF80) == 0xFF515780)
    return ImGuiMouseSource_TouchScreen;
  return ImGuiMouseSource_Mouse;
}
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
  ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA");
  ImGuiIO& io = ImGui::GetIO(bd->Context);

  switch (msg)
  {
  case WM_MOUSEMOVE:
  case WM_NCMOUSEMOVE:
  case WM_LBUTTONDOWN:
  case WM_LBUTTONDBLCLK:
  case WM_LBUTTONUP:
  case WM_RBUTTONDOWN:
  case WM_RBUTTONDBLCLK:
  case WM_RBUTTONUP:
  case WM_MBUTTONDOWN:
  case WM_MBUTTONDBLCLK:
  case WM_MBUTTONUP:
  case WM_XBUTTONDOWN:
  case WM_XBUTTONDBLCLK:
  case WM_XBUTTONUP:
    io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
    break;
  default:
    break;
  }
  return ::CallWindowProcW(bd->PrevWndProc, hWnd, msg, wParam, lParam);
}
#endif

void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!");
  IM_ASSERT(bd->Window == window);

  bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback);
  bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback);
  bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback);
  bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
  bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
  bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
  bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
  bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback);
  bd->InstalledCallbacks = true;
}

void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!");
  IM_ASSERT(bd->Window == window);

  glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus);
  glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter);
  glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos);
  glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton);
  glfwSetScrollCallback(window, bd->PrevUserCallbackScroll);
  glfwSetKeyCallback(window, bd->PrevUserCallbackKey);
  glfwSetCharCallback(window, bd->PrevUserCallbackChar);
  glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);
  bd->InstalledCallbacks = false;
  bd->PrevUserCallbackWindowFocus = nullptr;
  bd->PrevUserCallbackCursorEnter = nullptr;
  bd->PrevUserCallbackCursorPos = nullptr;
  bd->PrevUserCallbackMousebutton = nullptr;
  bd->PrevUserCallbackScroll = nullptr;
  bd->PrevUserCallbackKey = nullptr;
  bd->PrevUserCallbackChar = nullptr;
  bd->PrevUserCallbackMonitor = nullptr;
}

// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user).
// This is 'false' by default meaning we only chain callbacks for the main viewport.
// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.
// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.
void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  bd->CallbacksChainForAllWindows = chain_for_all_windows;
}

#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url)
{
  if (url) emscripten::glfw3::OpenURL(url);
}
#else
EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); });
#endif
#endif

static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
{
  ImGuiIO& io = ImGui::GetIO();
  IMGUI_CHECKVERSION();
  IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
  //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);

  // Setup backend capabilities flags
  ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();
  snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED);
  io.BackendPlatformUserData = (void*)bd;
  io.BackendPlatformName = bd->BackendPlatformName;
  io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;         // We can honor GetMouseCursor() values (optional)
  io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)

  bd->Context = ImGui::GetCurrentContext();
  bd->Window = window;
  bd->Time = 0.0;
  bd->IsWayland = ImGui_ImplGlfw_IsWayland();
  ImGui_ImplGlfw_ContextMap_Add(window, bd->Context);

  ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
#if GLFW_VERSION_COMBINED < 3300
  platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text)
  {
    glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text);
  };
  platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*)
  {
    return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window);
  };
#else
  platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text)
  {
    glfwSetClipboardString(nullptr, text);
  };
  platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*)
  {
    return glfwGetClipboardString(nullptr);
  };
#endif

#ifdef __EMSCRIPTEN__
  platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url)
  {
    ImGui_ImplGlfw_EmscriptenOpenURL(url);
    return true;
  };
#endif

  // Create mouse cursors
  // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
  // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
  // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
  GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);
  bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
  bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
  bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
  bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
  glfwSetErrorCallback(prev_error_callback);
#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)
  (void)glfwGetError(nullptr);
#endif

  // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
  if (install_callbacks)
    ImGui_ImplGlfw_InstallCallbacks(window);

  // Set platform dependent data in viewport
  ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  main_viewport->PlatformHandle = (void*)bd->Window;
#ifdef _WIN32
  main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);
#elif defined(__APPLE__)
  main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);
#else
  IM_UNUSED(main_viewport);
#endif

  // Windows: register a WndProc hook so we can intercept some messages.
#ifdef _WIN32
  HWND hwnd = (HWND)main_viewport->PlatformHandleRaw;
  ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd);
  bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC);
  IM_ASSERT(bd->PrevWndProc != nullptr);
  ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
#endif

  // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime
  // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten).
#ifdef __EMSCRIPTEN__
#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817
  if (emscripten::glfw3::IsRuntimePlatformApple())
  {
    io.ConfigMacOSXBehaviors = true;

    // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used.
    // This means that Meta + V only registers a single key-press, even if the keys are held.
    // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself.
    // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key
    emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10);
  }
#endif
#endif

  bd->ClientApi = client_api;
  return true;
}

bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks)
{
  return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL);
}

bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
{
  return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan);
}

bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks)
{
  return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown);
}

void ImGui_ImplGlfw_Shutdown()
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
  ImGuiIO& io = ImGui::GetIO();

  if (bd->InstalledCallbacks)
    ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
  if (bd->CanvasSelector)
    emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr);
#endif

  for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
    glfwDestroyCursor(bd->MouseCursors[cursor_n]);

  // Windows: restore our WndProc hook
#ifdef _WIN32
  ImGuiViewport* main_viewport = ImGui::GetMainViewport();
  ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr);
  ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
  bd->PrevWndProc = nullptr;
#endif

  io.BackendPlatformName = nullptr;
  io.BackendPlatformUserData = nullptr;
  io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);
  ImGui_ImplGlfw_ContextMap_Remove(bd->Window);
  IM_DELETE(bd);
}

static void ImGui_ImplGlfw_UpdateMouseData()
{
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  ImGuiIO& io = ImGui::GetIO();

  // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
  {
    GLFWwindow* window = bd->Window;
#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
    const bool is_window_focused = true;
#else
    const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0;
#endif
    if (is_window_focused)
    {
      // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user)
      if (io.WantSetMousePos)
        glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);

      // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)
      if (bd->MouseWindow == nullptr)
      {
        double mouse_x, mouse_y;
        glfwGetCursorPos(window, &mouse_x, &mouse_y);
        bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);
        io.AddMousePosEvent((float)mouse_x, (float)mouse_y);
      }
    }
  }
}

static void ImGui_ImplGlfw_UpdateMouseCursor()
{
  ImGuiIO& io = ImGui::GetIO();
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED)
    return;

  ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
  // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)
  {
    GLFWwindow* window = bd->Window;
    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)
    {
      // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
      glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
    }
    else
    {
      // Show OS mouse cursor
      // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.
      glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);
      glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
    }
  }
}

// Update gamepad inputs
static inline float Saturate(float v)
{
  return v < 0.0f ? 0.0f : v  > 1.0f ? 1.0f : v;
}
static void ImGui_ImplGlfw_UpdateGamepads()
{
  ImGuiIO& io = ImGui::GetIO();
  if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075
    return;

  io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3)
  GLFWgamepadstate gamepad;
  if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))
    return;
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED)          do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1)    do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#else
  int axes_count = 0, buttons_count = 0;
  const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
  const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
  if (axes_count == 0 || buttons_count == 0)
    return;
#define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO)          do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0)
#define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1)    do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
#endif
  io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
  MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);
  MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);
  MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square
  MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle
  MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle
  MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross
  MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);
  MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);
  MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);
  MAP_BUTTON(ImGuiKey_GamepadDpadDown,    GLFW_GAMEPAD_BUTTON_DPAD_DOWN,      12);
  MAP_BUTTON(ImGuiKey_GamepadL1,          GLFW_GAMEPAD_BUTTON_LEFT_BUMPER,    4);
  MAP_BUTTON(ImGuiKey_GamepadR1,          GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER,   5);
  MAP_ANALOG(ImGuiKey_GamepadL2,          GLFW_GAMEPAD_AXIS_LEFT_TRIGGER,     4,      -0.75f,  +1.0f);
  MAP_ANALOG(ImGuiKey_GamepadR2,          GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER,    5,      -0.75f,  +1.0f);
  MAP_BUTTON(ImGuiKey_GamepadL3,          GLFW_GAMEPAD_BUTTON_LEFT_THUMB,     8);
  MAP_BUTTON(ImGuiKey_GamepadR3,          GLFW_GAMEPAD_BUTTON_RIGHT_THUMB,    9);
  MAP_ANALOG(ImGuiKey_GamepadLStickLeft,  GLFW_GAMEPAD_AXIS_LEFT_X,           0,      -0.25f,  -1.0f);
  MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X,           0,      +0.25f,  +1.0f);
  MAP_ANALOG(ImGuiKey_GamepadLStickUp,    GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      -0.25f,  -1.0f);
  MAP_ANALOG(ImGuiKey_GamepadLStickDown,  GLFW_GAMEPAD_AXIS_LEFT_Y,           1,      +0.25f,  +1.0f);
  MAP_ANALOG(ImGuiKey_GamepadRStickLeft,  GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      -0.25f,  -1.0f);
  MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X,          2,      +0.25f,  +1.0f);
  MAP_ANALOG(ImGuiKey_GamepadRStickUp,    GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      -0.25f,  -1.0f);
  MAP_ANALOG(ImGuiKey_GamepadRStickDown,  GLFW_GAMEPAD_AXIS_RIGHT_Y,          3,      +0.25f,  +1.0f);
#undef MAP_BUTTON
#undef MAP_ANALOG
}

// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend.
// - Apple platforms use FramebufferScale so we always return 1.0f.
// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle.
float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window)
{
#if GLFW_HAS_X11_OR_WAYLAND
  if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window))
    if (bd->IsWayland)
      return 1.0f;
#endif
#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
  float x_scale, y_scale;
  glfwGetWindowContentScale(window, &x_scale, &y_scale);
  return x_scale;
#else
  IM_UNUSED(window);
  return 1.0f;
#endif
}

float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor)
{
#if GLFW_HAS_X11_OR_WAYLAND
  if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor.
    return 1.0f;
#endif
#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__))
  float x_scale, y_scale;
  glfwGetMonitorContentScale(monitor, &x_scale, &y_scale);
  return x_scale;
#else
  IM_UNUSED(monitor);
  return 1.0f;
#endif
}

static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale)
{
  int w, h;
  int display_w, display_h;
  glfwGetWindowSize(window, &w, &h);
  glfwGetFramebufferSize(window, &display_w, &display_h);
  float fb_scale_x = (w > 0) ? (float)display_w / w : 1.0f;
  float fb_scale_y = (h > 0) ? (float)display_h / h : 1.0f;
#if GLFW_HAS_X11_OR_WAYLAND
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window);
  if (!bd->IsWayland)
    fb_scale_x = fb_scale_y = 1.0f;
#endif
  if (out_size != nullptr)
    *out_size = ImVec2((float)w, (float)h);
  if (out_framebuffer_scale != nullptr)
    *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y);
}

void ImGui_ImplGlfw_NewFrame()
{
  ImGuiIO& io = ImGui::GetIO();
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");

  // Setup main viewport size (every frame to accommodate for window resizing)
  ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale);

  // Setup time step
  // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)
  double current_time = glfwGetTime();
  if (current_time <= bd->Time)
    current_time = bd->Time + 0.00001f;
  io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);
  bd->Time = current_time;

  ImGui_ImplGlfw_UpdateMouseData();
  ImGui_ImplGlfw_UpdateMouseCursor();

  // Update game controllers (if enabled and available)
  ImGui_ImplGlfw_UpdateGamepads();
}

// GLFW doesn't provide a portable sleep function
void ImGui_ImplGlfw_Sleep(int milliseconds)
{
#ifdef _WIN32
  ::Sleep(milliseconds);
#else
  usleep(milliseconds * 1000);
#endif
}

#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3
static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data)
{
  ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  double canvas_width, canvas_height;
  emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  return true;
}

static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data)
{
  ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data;
  double canvas_width, canvas_height;
  emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height);
  glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height);
  return true;
}

// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query.
// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID.
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector)
{
  IM_ASSERT(canvas_selector != nullptr);
  ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
  IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?");

  bd->CanvasSelector = canvas_selector;
  emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange);
  emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback);

  // Change the size of the GLFW window according to the size of the canvas
  ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd);

  // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)
  // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.
  // FIXME: May break chaining in case user registered their own Emscripten callback?
  emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback);
}
#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3)
// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call
// by invoking emscripten_glfw_make_canvas_resizable afterward.
// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation
void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector)
{
  GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector));
  IM_ASSERT(window == w); // Sanity check
  IM_UNUSED(w);
  emscripten_glfw_make_canvas_resizable(window, "window", nullptr);
}
#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3

//-----------------------------------------------------------------------------

#if defined(__clang__)
#pragma clang diagnostic pop
#endif

#endif // #ifndef IMGUI_DISABLE
